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  1. ortesortFunction↵bool sortFunction() {↵}Particle* a, Particle* bconst const ↵return a->i < b->i;↵int↵int i;↵i(0)hashash↵void setIndex() {↵}↵
  2. rch styl↵l↵Particle* a, Particle* b) {↵}↵return a->x < b->x;↵g l'asso group flickr↵←restaurant ↵flick↓↵l'asso↵jake↓↵g ↵ sos
  3. nd a tiny bell←c↵g ↵cxfluteflut←2009-↵ 12↵op↓↵std::sort(←sort(xsort.begin(), xsort.end(), xsortFunctionys↵↑↵bool xsortFunction()g binary sea
  4. ease let me know if this works. I believe it should be short enough.↵Kyle doesn'tca↓↵g anna lindeman↵arts↓↵annaw ↵g ↵ yale↵g between a rok a
  5. pe↓↵g stl sort operator↵multiple ↵ort c ↵doth↵→←→←→ emergingNY and Collections→Exhibitions↑↓↵Asha,↵So sorry for it still being too long!↵Pl
  6. on ebay↵ParticleSystem particleSystem;sis.rpi.edu↵261085↵bio↓↑49128//256↵cout << "particle system size: " << particleSystem.size() << end64o
  7. ush_back(
  8. article*> xsort, ysor716 699 529op↓↵max↵ vector<Particle*> neighbors;↵return neighbors;←↵→↑↓↵//↓↵\ttt↑↵m42↵↑m42↵xsort.push_back(
  9. a once↵class SortedParticleSystem {↵};↵protected:↵public:↵vector<Particle> particles;↵↓↵↓↑↵↓↵↓↵↑↵↓↑↓↵↓↵float x, y;↑↵x(_x), y(_↓↑tre↵vector<P
  10. list.end()↵cout << "took " << (stop - start) << " ms" << endl;M↵M↵64↵for(int i = 0; i < 4; i ) {↵←8n↓↵SortedParticleSystem→.h↵class #pragm
  11. st.push_back(ofRandom(0, ofGetWidth()));ofRandomuf(↵long start = ofGetElap↓↑↵();↵, stop;↵start↵stop = ↵sort( vectorsort ↵std::slist.begin(),
  12. stem↵↓↑↓↵↓↵↓↵↓↑↓↑↓Sorted↵SortedParticleSystem↓↵↑↓32↵ofSetFr↵(0)3↵↑ {↵vector<float> list;↵for↵int n = 1024 * 18(int i = 0; i < n; i ) {↵}↵li
  13. 11↵fast distance↵hey zach i just saw this hw assignment v12g ↵ ↵g " "↵g stl quicksort↵as i expo↵op↓↵w squirrel↵lifenasda↵↑↵SortedParticleSy
  14. ci'm up for that :)↵// create particles with initial velocities "Artist Photo", by Blair Neal. ←poste↵g making things move parti←cles day
  15. The particle system should be easy to use:↵[code]↵[/code]↑↵And the paradigm is the same as Zach's (design pattern usage similar →:↵[code]↵[/
  16. e system. Just copy over: but I made sure there are some genericbut feel free to drag the code around and reuse it. I tried to make it fairl
  17. oes↵I thought this would be more helpful as a demo than an addon, but feel free to copy ParticleSysteuse this like the binning-based particl
  18. cture adapts to the regio←particle distribution.library cafe↵shake yoru groove thang↵that(that's what's on the radio)↵urlURL[/ok↵[/urclass d
  19. a huge screen or a small screen, or tons of offscreen particles, and you don't have to worry about the number of bins because the data stru
  20. by particles. recursive ↓↵Besides the spee↑↵The main advantage of quadtrees over binning is that they are scale-independent. You could have